-
Posts
8933 -
Joined
-
Defender - Trick Arrow/Archery
*If you don't go fancy on the travel powers, can be Natural. If you decide you want to fly with jet boots, or get jump boots, Id go tech.
Controller - Gravity/Force Field
*Tech origin. Grab robotic gauntlets and have the user create many blackholes/wormholes...ect Force Fields can be reverse fields that protect people.
Tanker - Shield/Mace
*Natural Origin. Shield and Kevlar.
Brute - Claws/Inv
*Tech Origin. Battle suit ala Batman Beyond.
Corruptor - Sonic/Traps
*Tech Origin. Grab a face mask style mask, for the sonic attacks. Build Traps.
Dominator - Mind/Energy
*Tech or Natural Origin. Plays with peoples mind, and uses energy blasting gloves.
Mastermind - Thugs/Traps
*Natural. All said.
Stalker - Broadsword/Ninja
*Natural. Ninja who likes to be brutal. -
Quote:Space bar = jump (Hey! Leave me alone! My first MMO was FFXI!!!)What's the one thing that you wish someone would have told you when you first started out? I have played other MMORPG's before so I have a little experience. What specifically about this game should I know?
Thanks in advance for your help.
Untill you get into SO range (lvl 22), slot attacks with ACC & ENDRED.
Don't slot brawl.
Don't slot rest.
Read the forums (AT sectionf or the AT you're playing).
It's not as hard to find a team as people seem to make it out to be. -
Quote:See, I've been playing for almost 5 years (in Jan, I hit that markHmm, let's see.
* Turn off Sprint in combat. It burns through your blue.
* Just because your Scrapper can take Maneuvers at level 6 doesn't mean you should.
* Teaming is faster than soloing, and will teach you a lot.
* The best way to make money is to have a catgirl schoolgirl outfit and use /e panhandle in Atlas.
That's about all I can think of! Welcome to the game!)...and I never knew this!
-
Quote:I wouldn't worry about slotting them untill later. At level 25, you likely have a better power to slot. However, if you hover all the time, might want to put an additional slot in it for more speed.I have a Level 25, Fire/Fire Scrapper, Smoken Ashes, that I chose to go with a Teleport as Travel skill and Hover is more for show (character never walks) and I like taking my time while moving about. I use Teleport Foe as my sole range attack (and dropping mobs off buildings) If I had vet reward I would drop this in an instant.
Currently I have fight speed in hover and Swift (from fitness) and I can usually chase down running foes in hover. While I would like it to be faster and I can get where I want instantly with Teleport (within 100 yards). Teleport is slotted with a Endurance Reduction.
My question is how should I improve this?
Should I add slots to any power, currently all are at one (or to swift). While Adding range to Teleport would be nice, I don't see to much problem jumping only 100 yards a hop, and it makes it easy to calculate how many hops I will need.
Or should I just leave it and focus on my primary and secondary powers?
(btw: Endurance is three slotted with SO Endurance Modifiers, and is my only addition slot on auxilary power pool)
Some of it really comes down to your build. -
Quote:It's an IO, so the power never fades.If I slot the Winter's Gift (currently level 25) how many levels is the buff good for. Do go away at level 29, like normal enhancements?
IF you slot a lvl 25 Slow Resist IO from WInter's Gift, it'll work for you as long as you're lvl 22-50. -
Could just be a "ITF forming, being run a redsider, so if you're a bluesider, get your butt to Cim for an invite"?
-
Quote:Just because /Regen is the best, doesn't mean you shouldn't try something different.To Echo what others have said, for scrappers Regen >>>>>>>>>>>>>>>>>>>> Everything else. The gap is insanely wide at the moment as far as performance goes. For Primaries Fire/MA/BS would be at the top with Spines and Elec being Decent.
For Blasters /Energy Manipulation is king. Psi, Fire, Archery, Sonic, Rad are all Viable options. In second place for secondaries /Devices gets it thanks to webnade. A more distant third place being /Mental
With /Elec I can't see any real reason to pick it. Havoc Punch hits about as hard as Fire Blast, only you need to be in Melee. Thunderstrike is gutted for damage because its treated as an AoE.
Now, seeing as how the OP wanted to try /WP or /ELA, I'd say /ELA is the better choice.
A heal and resists.
Now going /ELA, I'd skip Lightning Field, as it'll just get detoggled.
This is why /WP is one of the worst imo. RTTC gets detoggled alot in my experience. -
Quote:heh.Gah, I have to stomp this out now. I am on a personal mission to prove that Kheldians do not suck.
I recently grabbed seven random people for Baby New Year teams and then proceeded to solo the mission with my warshade. I had several people ask "Remind me again why you needed a team?" -
With a /WP Scrapper I strive for 60-70 HP a second.
With a WP/ Tanker I strive for 100 HP a second.
With my /MM blaster, I truthfully don't worry to much about it, and whatever I get I just consider a bonus.
Been awhile since I played a /Regen, so I don't remember what I went for. -
Quote:While I PvP with my PvE concept build. This is true. Though personally, if I didn't use my concept build, I wouldn't have any fun at it. :PYour Fire/Elec would be workable. Not top tier but workable. Energy manipulation is good because boost range is stupidly good in PvP. Fire/Em and Sonic/Em would be my other blaster recommendations.
Katana would be an awful choice for PvP. If you have to go with a sword concept, go Broadsword. The difference in damage in PvP between Katana and Broadsword is significant and noticeable. Also, PvP is not about concept builds. Pick what works and leave concept in your PvE builds. Go regen for your secondary. Electric is subpar and since you're intent on making a scrapper, you already have one notch against you from the start. Electric armor is just piling up subpar with subpar. Go regen.
Now, you could go with dual builds, and slot them differently. Which after I slot up my PvE build, I'll possibly IO up my second build with the same power picks, but choose different IO sets. -
Quote:Hmmm...if I was building for PvP, I'd build differently than I would PvE (I PvP with my DB/WP who's built for PvE...but I PvP for the fun of it, not worried about being the best)...I was actually looking into a blaster as well. Anything else viable besides Psy/Em? I've got a fire/elec I was going to finish working on and then make another.
@Brandx, Thanx I've got a concept that works well with both fire and Katana, so I was goign to make both. How much of an investment is involved /Elec.
P.S. So many freaking Widows!!! Curse you mindlink
That said, I'd want to go for purples (for the +RCH) and the normal sets that give +HP, +ACC, and +RCH.
So, I'd be loading up on Crushing Impacts (which are relatively cheap) for the attacks.
Let me say however, I am by no means a PvP expert...but that's what I would build for. +HP for survival, +RCH to get those attacks (click heal) back quicker, and +ACC to over come defense (and I'd still be grabbing Focused ACC and/or Tactics for TOHIT and +Perception). -
...of all the powers in Soul Mastery, which have the twirlly glow effect added to it?
Just Gloom and Soul Storm? Or does Darkest Night and Soul Tentacles have it as well? -
...I have to know...am I the only one who would rather have Soul Storm over Darkest Night?
I love using Gloom just for that little flash of light that twirls one's hand before you blast, and I love the look of Soul Storm's hold.
I really want it!
I'm contemplating putting Dark Obliteration into my NW build, just because I love the look.
And I would have put Soul Storm in for sure, if it was available. -
Quote:Actually...I don't think that's the reason it wasn't ported over last round at all.precedent states that we would get the blaster version.
also, remember how underwhelming psi blast is in PVE when it comes to blasters. it does not even begin to compare to fire (for aoe) or ice (for single target dps).
i think we don't have psi because during proliferation rounds, psi blast would have required them to rework the blast set in the way they did it for blasters and since there's a lot less players red-side, it did not seem like a worthwhile pay off if they could just do it first for blaster, data-mine and figure stuff out. then giving corrs TA without archery would have made a lot of RP-ers e-angry so they didn't give it to us back then.
...anyways.
psi blast on corrs would mean i'd need to make a 4th cold corr... which is not as thrilling as it sounds.
The devs seem to try to port over in themes.
Archery/TA gave Corrs another natural origin option. And Archery/TA is themetic pairing.
Psi/'s pairing (imo) would be /Force Fields.
Now, Force Field isn't bad. However, imo it's overshadowed by Cold Domination. So, I think they went the Archery/TA route, because of that reason.
I also think they'll go the Defender route for Psi/ rather than the Blaster version. I think this mostly because for the blaster version, they changed things around for other reasons...like let's add this Psi Blast power to Mental Manipulation.
A hybrid could happen as well though for Corrs. Which would be even better imo. That way it changes up the differences between Psi Blast for the three ATs. -
You're better off with the /Elec imo.
Defense isn't all that in PvP. RttC will get detoggled often as well.
/Elec at least gives you resist, and a self heal to click.
I'd also go with Fire/Elec, but Katana/Elec can go just as well (make a concept then go with the one that works the best for you).
That said, I still PvP with my DB/WP. Not the best. But it's my main, and sooo...what I prefere to run most of the games content with.Including PvP.
<.< Now if I could just get the Devs to give Scrappers the choice between Toggle RTTC or click Reconstruction. >.> -
Blinding Feint -> Alabating Strike -> Sweeping Strike -> Alabating Strike -> Repeat.
Blinding Feint -> Sweeping Strike -> Alabating Strike -> Repeat is even better, but I believe that one required just a bit more RCH than one could obtain on their own (not quite sure).
On my DB/WP, I've settled with BF -> Attack Vitals Combo -> Repeat (not quite there, need to finish my 2 purple sets, and only 1/3rd of the way there on it) which is good single target damage, and I find it does well on teams (as SS is a decent cone). -
And lets not forget, when EA gets ported, it'll get improved more.
How much more? No idea. But Conserve Power will become a better power.
I doubt it will be a straight heal like ELA got, and personally I'm hoping to see it become a End Discount/+Resist/+DMG clickie power on the same scale as Energize.
And for the set to beable to cap Energy Damage Resist (*edit...forgot to mention the resist part, not just damage). To make the set really shine -
There is no best.
I might argue that Kheldians are the worst >.> But I then, you're new, so not a worry.
For someone new, I'd suggest a scrapper or brute, however. Those are good starting ATs imo.
However, they have a drawback of making the other ATs seeming a bit more difficult, because Brutes and Stalkers have mez protection and good damage. So the other ATs might feel lack in the defense or dmg department. -
First, only a good team finishes the Positron TF fast enough to really make the merits equal more merits than time invested.
Second. WHy would you want a Positron length SF? People complain about the length of the Positron TF now. It would just get complained about redside as well. :P -
Quote:That's if it's set up like alternate animations, instead of "choose what Dual Pistol Set you want".Incase I run into an enemy resistant to fire(ill be taking fire as my bullet type) I'll easily just get 2 costumes with different bullet types so the fire resistant enemy will be like haha im strong against you and I'll be like hah sucker i have cyro bullets too! and the enemy im suspecting will be unresisting cold damage so WIN! and yeah it'll make gaming alot more fun like that!
-
I keep going back and looking over EM, and I just can't find it.
How are people getting this high continuous DPS? -
Quote:Who said anything about ATs?Yes THOSE groups would not allow that type of action. But we're a video game based on comic lore, not a game constricted by their rules. My villain group will be allowing all hero ATs as I'm not going for RP value. Name off 50 more comic teams who wouldn't allow it, it wont make a difference.
I never said it would happen, I just said this is what I want. In that, what I posted does make sense. Let each group decide what they want. If your groups do not want to allow cross faction, nobody is forcing you. I just want it as an option.
When GR comes out. AT won't determine if one is a hero or a villain. What the toon does, will.
If that blaster decides, I want to be a villain...then...goes fullblown villain. Then, he's a villain. :P And not a hero.
That's even if they allow more than Rogues and Vigilantes. -
Quote:Frozen Aura's change did change the way the set felt. In a positive way.Because. A. Single. Power. Was. Changed.
Read what you are saying rather than complaining that I'm not reading. I am reading what you're saying, and and what you're saying is that the change to a single power on a long recharge (20 seconds is a long base recharge for an attack, no matter how you attempt to obfuscate it) somehow fundamentally altered the way in which the entire set operated (it didn't, unless the entire operation of the set was built around ET's borkedness). That's like insisting that changing Frozen Aura so that it actually did damage fundamentally altered the way the entire set operated.
ET's change made the set feel different in a negative way.
I keep wanting to relevel EM, but I'm not to fond of brutes, and EM lacks WH for stalkers.
Maybe if I can figure out a concept that really strikes a chord with me.
But the set was changed. The change may not have been all that earth shattering, and didn't effect the DPS of the set...however, for someone who didn't use an optimal DPS chain, the set feels different and not in a fun way. :/
If it helps, I didn't even notice the change in TF's stun. But I never worried about EM's stun. I found it more of just being a bonus. -
Quote:I'm bringing up a Kat/Dark (level 28 at the moment), and I've been doing a lot of reading on the combo. A recurrent theme amongst /Dark guides is the "endless debate" regarding the merits of CoF and OG. I wanted to try to get some input from veteran /Dark players as to this debate.
Since I'm specifically interested in how the two will work with Kat/, it bears mentioning that I'm geared towards AoE more than ST (I'm actually skipping both Soaring Dragon and Golden Dragonfly in favor of a DA>GC>FS>DA>LD attack chain, minus the LD for prolonged ST fights). With the AoEcentric build, I'm of course running and loving Death Shroud. My understanding is that DS seriously crimps CoF's main selling point, while still allowing the -toHit to do its thing.
Will CoF keep stunned mobs from wandering away? Is it worthwhile to keep CoF up and DS down while fighting large numbers of mobs, then switching (CoF down and DS up) once the hard targets are clear?
Anyone who wants to chime in on this topic is more than welcome, and I'd also welcome any kind of general debate between the two powers, as opposed to their utility with just Kat/.
Thanks in advance!
While I think CoF needs some tweaking (in it's favor), it does have the advantage of not killing you off if you plan to keep jumping into the middle of huge spawns non-stop to use all that AOE. -
Hey BillZ, I was just curious, what was the attack string you used for Energy Melee?
I want to give EM another run from lvl 1-50 (due to another thread).